the tier is cool, but there is nothing really innovative in it's design, except for alarm pheromones (m2s)
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exactly, right? Mechanics are mostly recycled, but fights do feel better. At least to me they do, even after clearing them multiple times on different characters. Maybe it's the tiny memory games they added, or the way you need to pay attention to things other than your debuffs. It's honestly hard for me to pinpoint exact reasons. All I know is that I'm having more fun than I had in Eden or Pandaemonium while learning or once reclear routine kicks in.
Ironically, so far from what I experienced of half of the tier, Alarm Pheromones is the most exciting mechanic they added exactly because it allows some sort of free form. I know people go for this "Mario Kart" strat for that part (th is that name...), but as a ranged unit I feel much more safe by doing the mech on my own instead of following the group.
I remember they mentioned pre-Stormblood as their goal for actual creativity, but with it being less annoying. Because the "different" mechanics in Heavensward were often just an annoyance. I do feel they have achieved this.
The compromise they made is they are now alright with you having to tomahawk spam if you can't be in melee range, which they were trying to avoid completely in Endwalker with the giant hitboxes.
They do give vuln stacks so that subsequent mistakes can build up to being a problem. That combined with needing to watch your surroundings can make them more threatening. However, if they just kill you on the first mistake, then people say healers have no role or that there are body checks.Quote:
FFXIV's long term issue's the lack of punishment
I do personally prefer mechanics to just kill, but that is often left to content with lots of rezzers such as hunts.
Well there is specific RNG within the mechanics or specific patterns chosen at random, but the entire mechanic order being random from start to finish is likely something they will never do and I think if someone is expecting this they'll be disappointed. The closest I think we got to that was in SoS Extreme and ARR hunts where the entire array of casts is chosen at random.Quote:
Combine that with no rng
It has actually a improved encounter design, compare it with the last expansion and you see it, one of the most complains was the hitbox which had the size as the moon, now melees have to fight a bit again for full uptime, and dont forget its the first tier and with picto and the buffs so many dds had the tier was just a bit underwhelming, square already said they know it and it wont happen with the next tier
Man, I wonder if the next tier will have fights that take place on a flat circular or square arena, maybe they will even feel daring and make it rectangular.
Jokes aside, I think for regular content like dungeons and story trials, the pace of the fights is drastically improved from Endwalker, where it felt like there were long periods where the boss does absolutely nothing and just waits for death until the remember "oh yeah, mechanics" and teleports to perform it. In Dawntrail, there is less time where the boss just sits there and does nothing, which is nice, the mechanics themselves also have a bit more teeth to em, often resolving much quicker and being a bit more punishing, which is a nice change from EW as a whole.
I don't Savage raid anymore, so I will refrain from making comments about that, but in general, the first tier is always the easiest, usually so new/returning players get a feel for any job changes, 2nd and 3rd tiers are usually given a bit more oomph.
Beyond savage, I like that valigarmanda was a comparatively more engaging fight for healers for once. At least when everyone was running around in 690 gear.
I agree. I'm actually perfectly fine with EX keeping the approach they have now, being more standard for a possible High End introduction to new players. Currently I personally feel they have a similar level of difficulty than of Savage, but the difference is that they have less mechanics to solve.
I felt like on normal they took so long it made me not want to do them again. Plus, the loot structure sucks. I don't want to do them multiple times and collect multiple trinkets to get the gear. I just didn't find the experience fun. The fights were fine. The mechanics made sense. It just took way too long to kill. And given the groups failed multiple times, it took even longer. It was something I wasn't going to do twice.
Yeah, Yoshida mentioned he more or less gave the battle devs the greenlight to look into new/interesting mechanics... BUT theyll likely stick with the broad already known stuff when it comes to general/everyday content just to play it safe. If we're to see any shake up it'll more likely come in the more "Optional" kinds of content so Ults and prolly Field Operations.
To be fair I don't mind the trickle-down of mechanics, I've seen a couple of times mechanics that were only present in raids and upwards have shown up in dungeons a couple of expansions down the line. If they did it more often it would help to integrate the casual and raiding communities as raiders would readily recognise and be able to explain things showing up in normal stuff.
To chime in on this, I really liked the Ultima, I think, was its name from Orbonne. The one where you start in a big rectangular area that then becomes a maze and then a small flat cicle and then back to the open area. I like fights like that.
But that's kinda towing the line that Stormblood had good content, which to me at least it did.
Idk... The mechanics that are actually really interesting and refreshing to me is Alarm Pheromones 1 and the Beat 1's random heart evasion (which also feels like stuff we had in Barbariccia). The rest of the mechanics are all stuff we know. Circle or Line aoE, then repeat the opposite one, 2 patterns of honey blobs aoes, stack with partner or spread, group movement mechanic around boss to lay down puddles, a tether bait similar to the last mech on Rubicante, etc...
I think it's a very well made fight and I do enjoy... But not the expectation of something very unique that I had based on the Keynotes.
Eureka by itself puts Stormblood patch content in A tier list. I think it's generally considered a weak baseline expansion, but great patch content, story included. Also needless to say that Heavens on High was more refreshing after PotD than Eureka Orthos being HoH's successor.
Changes are not satisfying enough..
Difficulty is good but fights are repetitive and boring
Not saying the grass is greener there because I quit around BfA, so Idk how WoW is nowadays, but I personally think that those mechanics are more interesting because they encourage thinking on the go and reward good improvisation skills, as opposed to the very cemented way that the usual mechanics are solved.
Puzzle like mechanics also have such a short shelf life, because once solved all that matters is remembering what goes where, and then after a few rounds, it becomes autopilot because there's usually just a few set patterns that stuff can go (many times just 2 patterns tbh)... ln a reclear scope, it gets either stale or annoying (in a PF setting) when somebody else fails repeatedly on stuff they shouldn't.
I'm having fun
I don't like FF Encounters for this reason as well because it feels more like rehearsing for a dance or playing DDR than actually using my brain and think what tool to use for it on the fly. But I guess that M2S first Beats shows that perhaps there is room for an in between, with some amount of chaos, within the current system.
But that would be asking them to make the game into a whole different game and seriously review how difficulty is weighted on every facet of the game and how every mechanic is actually designed, because solving current mechanics without any kind of "trick" to do them within 5s of reaction would just not work at all.
Honestly, hitting a balance like you suggests is like a very good goal if you'd ask me. M2S, imagine if the beats were all like that, but the "not beats" phases were more formulaic, you'd get a good balance between the two of them. I wouldn't even mind if some particular fights would lean more into one aspect than the other, as long as the big picture is balanced.
I don't necessarily think it's making a whole different game, is just taking what they already have and reaching a better harmony between aspects "It's a test of your muscle memory" versus "a test of your wits".
They've also done it with Alert Pheromones (the first one) just after the 1st Beats, and see how controversial this has proven already. Every melee on earth hated that apparently. Too randomly obnoxious they said. Couldn't keep their GCD rolling perfectly and preferred greeding the mechanic than dodging.
I find myself unimpressed by the savage fights on the whole after doing normal.
2 and 3 especially felt like there was a lot more dynamic movement that couldn't be planned in normal to maintain uptime, while savage m2 only retains alarm pheromones 1 and none of the random ground targeted actions, and m3 has almost no chasing the boss for uptime, no bomb layout differences and no baited ground AoEs.
I also find myself cynically thinking this is because they thought players wouldn't be able to deal with these more random mechanics without raising a big stink about it as we already see from alarm pheromone complaints. There seems to be a mentality among players that we should all be able to always maintain perfect uptime and not have to measure any opportunity costs to do so, and the devs kept designing fights in this way because it can feel bad for players otherwise, like they've been cheated or something.
It's going to take time for players to change on this because we're so used to living in our perfectly mapped encounter timelines to the point that job design has followed suit with things like 0 damage gap closers, gap closer charge accumulation, no-cost sprint, free healing almost everywhere and almost 100% effective knockback immunity.
But at least, this tier, boss hitboxes are mostly smaller, the final fight isn't absolutely riddled with 'puzzle' mechanics that are only fun to solve but not to play, and alarm pheromones at least exists in Savage. M2s and M4s pace is a little bit faster than what we often have so we're not just whacking a boss doing nothing for 50+ seconds (thanks, Brute Bomber). We're on a more fun trajectory, I think. I just hope they don't stop here because it's not quite enough as it is.
I do think it's reasonable to expect melee to be able to maintain 90% or more uptime but in savage it shouldn't necessarily be easy to do or even obvious where to position to do so. That should be part of the job difficulty.
So long as the same is pretty consistently true for casters' casting and whatever unique role-thematic difficulty physical ranged bring to the table, I'm all for this.
*I'm assuming here that you mean "melee uptime" or "effective uptime" (where our fallback ranged attacks contribute only proportionate to their damage relative to what could be done from melee).
I wonder how that situation would change if they kept the melee uptime as it is today, but transfered a big portion of their melee combo potencies to the successful positional hits. This way you're still on the boss, but now there's this layer of difficulty that is in fact a movement constraint too.
Both of those seem fairly reasonable to me as a mostly heal/ranged player who mostly dabbles in NIN from time to time. There is obviously the slidecasting element to that so I'm not entirely sure how caster uptime could be constrained but equally I'm not that creative. I suppose it would be reasonable to have some add phase or something where ranged (preferably casters) have to do something to facilitate melee uptime? Mostly the having ranged/casters doing something since I still prefer melee uptime being tied to the melee player's skill rather than dependant on someone else (tank not withstanding since positioning should be their job) doing their job properly. I'm sure people better at melee and the game in general than me will have better ideas.
A small note that may be of use:
Everyone has access to 100% uptime, technically, regardless of content, due to fall-back options. It's effective uptime, the portion of maximum striking dummy DPS or the available positioning required for that, that differs with context.
Some variance in the term effective uptime:
- Can be used to describe actual portion of damage produced, in which case it's basically just %yield.
- Can be used to describe just one's potential for output rather than actual output, including positional access.
- Can be used to describe only what requires melee range / standing time, rather than positionals or anything outside of one's control beyond those two concerns (interested more in basic potential than real output).
That makes sense. I think we're in agreement.
Because that's how the game at higher level is designed to be all about rehearsing a DDR script.
Because that's why they keep removing procs and rng on jobs all the time to get closer and closer to an unchanging, unvariable script you have to do again and again and again when progging. And then when weekly reclearing.
Because they'd rather have each encounter fully mapped on an excel sheet for optimization, even if you could technically just run an elaborate macro that would just do the rotation for you (it's already been done on SMN and DRG back in Apshodelos).
Because the player skills that are put under the spotlight those days are exclusively about muscle memory and pattern memorization, and not adjustment, agency and choice on the spot.
And let's be honest, if they made everything truly random (not just the role agnostic mechanics of recent ultimates, that are already run with bots and third party everywhere because that's like playing speed chess against a grandmaster), they'd need to tone down the fight complexity immensely much the same way it used to be less complicated back when job kits and the battle system overall had more meat to it and was more demanding. Today everything is fueled into encounters, so the rest has to accommodate for this as a result. I'm not a WoW player but from what I've seen even mythic mechanics are a lot less intricate and impressive mechanically and their class rotations are basic in comparison (but have/had a lot of rng/apm), but they'll mess you up hard because everything is randomized to the bone.
Ehh, spec optimizations lack the easily conveyable rigid patterns of XIVs and APLs are generally unconditional and therefore oversimplified and so WoW specs will generally appear less complex, but as soon as one gets into adaptive and preemptive management, the complexity for fully optimization easily and greatly exceeds XIV's for most jobs/specs. And many of the mechanics are still plenty complex, just not necessarily from a DDR perspective.
I did think this tier was a little on the easy side but it was also miles ahead of anything from Endwalker in terms of fun so I'll take it. 8/10 from me. Happy with it.